this isn't specced up with some of the finer features of LegacyStringToItemParser such as metadata parsing, but those are still a work in progress (and probably limited to specific items like durable stuff).
The goal is to unbind these aliases from legacy internal IDs, while also providing a nice flexible way for plugins to add their own items and aliases to the existing system.
This system allows mapping a string to any item at all, irrespective of state, internal IDs, or any of that nonsense. This means it's finally possible to have stuff like lapis_lazuli and bone_meal aliases in commands.
this makes translation usage much more statically analysable.
The only places this isn't used are:
- places that prefix translations with colours (those are still a problem)
- places where server/client translations don't match (e.g. gameMode.changed accepts different parameters in vanilla than in PM)
this stuff has different functionality than everything else in the
command namespace (specifically console handling), so it doesn't belong
in here.
I know that this will probably break some plugins, but I don't care,
because plugins shouldn't have been abusing ConsoleCommandSender in the
first place.
this fixes#3906.
TimingsHandler will now be automatically destroyed when there are no TimingsRecord referencing it and its owner has no references left to it.
TimingsRecord will be automatically destroyed at the end of the timings session (if active).
This fixes records from temporary timers being lost after the timings handlers are removed, while also fixing TimingsHandlers piling up regardless of whether timings are running or not.
This opens the doors to have more volatile timers, such as per-player/per-session timers, which are destroyed on player quit, but which won't result in the timings disappearing from the final timings result.
this was used for 2 things:
- to notify parent permissibles on recalculate permissions (not needed anymore thanks to callbacks)
- subscription to chat broadcast permissions (now handled separately, again using callbacks)
therefore, it's no longer needed for PermissibleBase to reference its parent, meaning that we can have one less circular dependency in our lives.
relying on permission subscriptions for this was unreliable (a permissible is not always subscribed to a permission even when it does have it), and also difficult to control (for example there have been various bugs in the past where a Player ended up subscribed to broadcast permissions when it didn't expect to be, thanks to permission recalculation happening too early).
In addition, we might in the future want to have broadcast receivers which are not permissibles (i.e. a more general interface than CommandSender (why does a broadcast receiver need to also be a command sender, anyway?)), which the permission system wouldn't be suitable for.
this is an impressively dumb idea.
the playerdata is not used here in any capacity so it doesn't make sense to load it, especially considering that it takes a significant amount of time.